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[Patch 4.3] Vel'Koz General Discussion - Page 98

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EU LCS Week 8 Review
Ketara
Profile Blog Joined August 2010
United States15065 Posts
March 12 2014 00:36 GMT
#1941
On March 12 2014 09:33 Gahlo wrote:
I just hate how hard it is to find a god damned AD in team builder. Like holy fuck.

I actually had an AD tell us to go fuck ourselves because she was Vayne and out team wasn't a protect the AD setup.


I thought your team not being protect the AD was exactly why you play Vayne in the first place.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2014-03-12 00:47:49
March 12 2014 00:46 GMT
#1942
Note that people being pricks isn't something Team Builder should be blamed for.

On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.

1. queue for jungler because lowest queue time
2. get a super fast lobby
3. once in champ select throw a fit and threaten to troll if you don't get mid like you wanted since the beginning. Alternatively, go Revive/TP Karthus bot after being paired with Sona.

Riot didn't want this to be possible, so by having people choose their champion beforehand and the captain able to kick them (note that their is a penalty if you kick too much, something like you'll be put at the end of the line for "receiving suitable players") it prevents people from lying about their picks to game the matchmaking algorithm.

You can't just pick a position, depending on what you call "position", because that may potentially force the system to enforce a meta, which Riot didn't want.
That's why they use locations (lanes, jungle) for positions and the pre-existing tag system for roles (you don't need to know precisely what is a tank, you just need to be able to differenciate tank, fighter and assassin).
Obviously, the separation between Riot's definition of "support" and how we address support as an ingame role (rather than a champion qualifier) means that people get confused and that you can't easily address stuff like farm allocation and "meta support" using team builder (support GP is a botlane fighter, support Leona a botlane tank, support Annie a botlane mage, support Nami a botlane support).

Then again, the system is designed in such a way not to force this "when several people are in the same lane, one takes all the farm and the other(s) none" so it simply doesn't address it and let people figure it out for themselves. "Oh hey, this captain asked for a double bruiser (fighters or fighter/tank) botlane, do we split farm or one of us takes it all?"

Another problem is with the bruiser/tank distinction in the jargon. Bruisers are usually seen as versatile and some of them can go full tank if needed, full damage, or a mix ('sup Lee the assassin/fighter/tank), and Riot's "roles" don't address how the team composition or the game's flow can affect the way a champion will be played. Same could be said about supports, like I already mentioned.

TL;DR: can't blame Riot for trying to be flexible, however because their roles (champion tags) are easily disconnected from the way things play out it's actually very hard to convey stuff that is considered basic (like what kind of build a champion intends to go, or if he's going to farm or not).
Cant take LMS hipsters serious.
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
March 12 2014 01:18 GMT
#1943
--- Nuked ---
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
March 12 2014 01:35 GMT
#1944
On March 12 2014 09:46 Alaric wrote:
Note that people being pricks isn't something Team Builder should be blamed for.

Show nested quote +
On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.

1. queue for jungler because lowest queue time
2. get a super fast lobby
3. once in champ select throw a fit and threaten to troll if you don't get mid like you wanted since the beginning. Alternatively, go Revive/TP Karthus bot after being paired with Sona.

Riot didn't want this to be possible, so by having people choose their champion beforehand and the captain able to kick them (note that their is a penalty if you kick too much, something like you'll be put at the end of the line for "receiving suitable players") it prevents people from lying about their picks to game the matchmaking algorithm.

You can't just pick a position, depending on what you call "position", because that may potentially force the system to enforce a meta, which Riot didn't want.
That's why they use locations (lanes, jungle) for positions and the pre-existing tag system for roles (you don't need to know precisely what is a tank, you just need to be able to differenciate tank, fighter and assassin).
Obviously, the separation between Riot's definition of "support" and how we address support as an ingame role (rather than a champion qualifier) means that people get confused and that you can't easily address stuff like farm allocation and "meta support" using team builder (support GP is a botlane fighter, support Leona a botlane tank, support Annie a botlane mage, support Nami a botlane support).

Then again, the system is designed in such a way not to force this "when several people are in the same lane, one takes all the farm and the other(s) none" so it simply doesn't address it and let people figure it out for themselves. "Oh hey, this captain asked for a double bruiser (fighters or fighter/tank) botlane, do we split farm or one of us takes it all?"

Another problem is with the bruiser/tank distinction in the jargon. Bruisers are usually seen as versatile and some of them can go full tank if needed, full damage, or a mix ('sup Lee the assassin/fighter/tank), and Riot's "roles" don't address how the team composition or the game's flow can affect the way a champion will be played. Same could be said about supports, like I already mentioned.

TL;DR: can't blame Riot for trying to be flexible, however because their roles (champion tags) are easily disconnected from the way things play out it's actually very hard to convey stuff that is considered basic (like what kind of build a champion intends to go, or if he's going to farm or not).


Ok, so put in a captain for my way and it's the exact same thing. If people really want to troll that badly, they can do it with the current system as well. If you want to do wacky stuff with double bruiser bot or something, you're probably doing it with a duo anyway, so you could just select ADC and support. 99% of games conform to the meta. Having a weird system where you need to pick fighter or tank or whatever (do most people even know what a fighter is?) for that reason makes no sense.
http://na.op.gg/summoner/userName=FLABREZU
wei2coolman
Profile Joined November 2010
United States60033 Posts
Last Edited: 2014-03-12 01:59:18
March 12 2014 01:58 GMT
#1945
On March 12 2014 10:35 GolemMadness wrote:
Show nested quote +
On March 12 2014 09:46 Alaric wrote:
Note that people being pricks isn't something Team Builder should be blamed for.

On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.

1. queue for jungler because lowest queue time
2. get a super fast lobby
3. once in champ select throw a fit and threaten to troll if you don't get mid like you wanted since the beginning. Alternatively, go Revive/TP Karthus bot after being paired with Sona.

Riot didn't want this to be possible, so by having people choose their champion beforehand and the captain able to kick them (note that their is a penalty if you kick too much, something like you'll be put at the end of the line for "receiving suitable players") it prevents people from lying about their picks to game the matchmaking algorithm.

You can't just pick a position, depending on what you call "position", because that may potentially force the system to enforce a meta, which Riot didn't want.
That's why they use locations (lanes, jungle) for positions and the pre-existing tag system for roles (you don't need to know precisely what is a tank, you just need to be able to differenciate tank, fighter and assassin).
Obviously, the separation between Riot's definition of "support" and how we address support as an ingame role (rather than a champion qualifier) means that people get confused and that you can't easily address stuff like farm allocation and "meta support" using team builder (support GP is a botlane fighter, support Leona a botlane tank, support Annie a botlane mage, support Nami a botlane support).

Then again, the system is designed in such a way not to force this "when several people are in the same lane, one takes all the farm and the other(s) none" so it simply doesn't address it and let people figure it out for themselves. "Oh hey, this captain asked for a double bruiser (fighters or fighter/tank) botlane, do we split farm or one of us takes it all?"

Another problem is with the bruiser/tank distinction in the jargon. Bruisers are usually seen as versatile and some of them can go full tank if needed, full damage, or a mix ('sup Lee the assassin/fighter/tank), and Riot's "roles" don't address how the team composition or the game's flow can affect the way a champion will be played. Same could be said about supports, like I already mentioned.

TL;DR: can't blame Riot for trying to be flexible, however because their roles (champion tags) are easily disconnected from the way things play out it's actually very hard to convey stuff that is considered basic (like what kind of build a champion intends to go, or if he's going to farm or not).


Ok, so put in a captain for my way and it's the exact same thing. If people really want to troll that badly, they can do it with the current system as well. If you want to do wacky stuff with double bruiser bot or something, you're probably doing it with a duo anyway, so you could just select ADC and support. 99% of games conform to the meta. Having a weird system where you need to pick fighter or tank or whatever (do most people even know what a fighter is?) for that reason makes no sense.



Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)
liftlift > tsm
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2014-03-12 02:15:39
March 12 2014 02:14 GMT
#1946
On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.


- Champ select is before lobby so that people don't get pressured into picking champions they don't want to play. Playtests revealed that allowing people to change champions in lobby resulted in pressure from teammates to change their picks from what they wanted to play in the first place... something team builder was supposed to avoid, people have been saying "I JUST WANT TO PLAY CHAMP X" for ages.

- As for roles the way I see it is that the captain communicates what he wants through selecting roles for lanes. That way a captain who wants double bruiser bot can select fighter/fighter and avoid having to explain away (or kick) hordes of ADC+support players that would appear if your system was used. A captain who wants marksman mid can have that without having to do the same to AP players. A captain who wants 2-1-2 can make sure that one of the people going top is supporty easily. It's good for that stuff.

There's other stuff it doesn't quite cover (like 5 dudes midlane and the inherent bias of 5 midlane towards AP carries rather than a balanced team) but no system is going to be perfect here.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
March 12 2014 02:23 GMT
#1947
On March 12 2014 10:58 wei2coolman wrote:
Show nested quote +
On March 12 2014 10:35 GolemMadness wrote:
On March 12 2014 09:46 Alaric wrote:
Note that people being pricks isn't something Team Builder should be blamed for.

On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.

1. queue for jungler because lowest queue time
2. get a super fast lobby
3. once in champ select throw a fit and threaten to troll if you don't get mid like you wanted since the beginning. Alternatively, go Revive/TP Karthus bot after being paired with Sona.

Riot didn't want this to be possible, so by having people choose their champion beforehand and the captain able to kick them (note that their is a penalty if you kick too much, something like you'll be put at the end of the line for "receiving suitable players") it prevents people from lying about their picks to game the matchmaking algorithm.

You can't just pick a position, depending on what you call "position", because that may potentially force the system to enforce a meta, which Riot didn't want.
That's why they use locations (lanes, jungle) for positions and the pre-existing tag system for roles (you don't need to know precisely what is a tank, you just need to be able to differenciate tank, fighter and assassin).
Obviously, the separation between Riot's definition of "support" and how we address support as an ingame role (rather than a champion qualifier) means that people get confused and that you can't easily address stuff like farm allocation and "meta support" using team builder (support GP is a botlane fighter, support Leona a botlane tank, support Annie a botlane mage, support Nami a botlane support).

Then again, the system is designed in such a way not to force this "when several people are in the same lane, one takes all the farm and the other(s) none" so it simply doesn't address it and let people figure it out for themselves. "Oh hey, this captain asked for a double bruiser (fighters or fighter/tank) botlane, do we split farm or one of us takes it all?"

Another problem is with the bruiser/tank distinction in the jargon. Bruisers are usually seen as versatile and some of them can go full tank if needed, full damage, or a mix ('sup Lee the assassin/fighter/tank), and Riot's "roles" don't address how the team composition or the game's flow can affect the way a champion will be played. Same could be said about supports, like I already mentioned.

TL;DR: can't blame Riot for trying to be flexible, however because their roles (champion tags) are easily disconnected from the way things play out it's actually very hard to convey stuff that is considered basic (like what kind of build a champion intends to go, or if he's going to farm or not).


Ok, so put in a captain for my way and it's the exact same thing. If people really want to troll that badly, they can do it with the current system as well. If you want to do wacky stuff with double bruiser bot or something, you're probably doing it with a duo anyway, so you could just select ADC and support. 99% of games conform to the meta. Having a weird system where you need to pick fighter or tank or whatever (do most people even know what a fighter is?) for that reason makes no sense.



Show nested quote +
Certain topics are blacklisted from LoL General Discussion and they include:
  • "Elo hell"
  • The Tribunal
  • Bans, either from TL.net or LoL
  • "What is a tank" (and other vague monikers)


I'm not arguing what it is or isn't; I'm saying that most people probably don't even know/agree on what some of that stuff is. The fact that it's a blacklisted topic kind of proves that.
http://na.op.gg/summoner/userName=FLABREZU
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
March 12 2014 02:28 GMT
#1948
On March 12 2014 11:14 phyvo wrote:
Show nested quote +
On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.


- Champ select is before lobby so that people don't get pressured into picking champions they don't want to play. Playtests revealed that allowing people to change champions in lobby resulted in pressure from teammates to change their picks from what they wanted to play in the first place... something team builder was supposed to avoid, people have been saying "I JUST WANT TO PLAY CHAMP X" for ages.

- As for roles the way I see it is that the captain communicates what he wants through selecting roles for lanes. That way a captain who wants double bruiser bot can select fighter/fighter and avoid having to explain away (or kick) hordes of ADC+support players that would appear if your system was used. A captain who wants marksman mid can have that without having to do the same to AP players. A captain who wants 2-1-2 can make sure that one of the people going top is supporty easily. It's good for that stuff.

There's other stuff it doesn't quite cover (like 5 dudes midlane and the inherent bias of 5 midlane towards AP carries rather than a balanced team) but no system is going to be perfect here.


If people just want to play a champion without being pressured into something else, then they can just instalock whatever champion it is they want to play. Having an inferior system to cater to such a small issue makes no sense.

Ok, I guess this system is good for that one guy who wants to find random people to play double fighter bot and is willing to spend half an hour in queue to do so. I will concede that point.
http://na.op.gg/summoner/userName=FLABREZU
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2014-03-12 02:53:44
March 12 2014 02:51 GMT
#1949
People fight in blind pick, instalock or not. They rage at each other, they threaten, they double-mid, whatever. A big part of the player base is childish and immature, and just because you don't experience it doesn't mean it's not there (I had no trouble playing only Garen for example, trying to be nice about it and explaining my case to people, but when you look at all the QQ threads spawned everyday on reddit or official GD, you can't deny it exists; dunno if it's a minority, but it creates pretty damn vocal players).

On March 12 2014 11:14 phyvo wrote:
- As for roles the way I see it is that the captain communicates what he wants through selecting roles for lanes. That way a captain who wants double bruiser bot can select fighter/fighter and avoid having to explain away (or kick) hordes of ADC+support players that would appear if your system was used. A captain who wants marksman mid can have that without having to do the same to AP players. A captain who wants 2-1-2 can make sure that one of the people going top is supporty easily. It's good for that stuff.

Problem is: queueing Leona bot, are you a support or a tank? Darius+Jarvan botlane, are you fighter? Is Darius a tank or fighter? If he doesn't farm at all and lets J4 kill minions, is he a support? It's not clear cut for people and thus the system has flaws, that allowing multiple combos would make up for (queue as Darius / botlane / fighter and/or tank for example).

As for Riot's monikers, basically:
Assassin: + Show Spoiler +
An assassin is an agile champion that specializes in killing or disabling high value targets. Focused on infiltration, deception, and mobility, assassins are opportunistic hunters who find favorable moments within a fight before jumping into the fray. Regardless of the size of the enemy team, assassins specialize in positioning and artful killing. They strike when the time is right – no sooner, no later.
Burst damage dealer bent on focusing and killing a particular target in fights. Often have stealth or mobility.
Fighter: + Show Spoiler +
Fighters are melee combatants that possess a mix of offensive and defensive capabilities. While they don't have as much utility as a tank or as much damage as an assassin, a fighter's damage will add up over time to make it a major threat. Each fighter has a unique blend of mobility, damage, disruption and durability.
Melee champions mixing offense and defense, so that they can remain dps sources while withstanding some punishment. By nature it can of defines what doesn't strictly belong to one of the other categories.
Mage: + Show Spoiler +
Mages are mostly ranged champions who prioritize powerful abilities over basic attacks. Typically mages are characterized by some combination of long-range, area-effect or high-utility spells to get the job done. A skilled mage can have a huge impact on any team with their versatile skillsets and flexible playstyle.
Champions relying on abilities over auto-attacks to get the job done. Often bring utility. You could consider assassins (at least ability-based ones, like LeBlanc) a subset of mage trading their utility for even more damage. Mostly ranged.
Marksman: + Show Spoiler +
A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game.
Ranged champions relying on auto-attacks for their damage, often emphasised by their kit. LoL's design pushes them toward the glass cannon archetype, dps section.
Tank: + Show Spoiler +
Tanks are durable, front-line champions that help lock down enemies and start fights. They're usually found leading the charge, choosing the right times and situations to initiate aggression. Many tanks can also protect their more fragile teammates by stunning or pushing around dangerous foes and limiting their damage potential.
Frontliners primarily defined by their durability. They complement it with utility, most often in the form of initiation or peeling tools.
Support: + Show Spoiler +
Supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play.
Champions focused to some level on either buffing allies or cc-ing enemies.

Since these are not exclusive and there's some overlap on top of that (it's basically marksman, mage or tank depending on your type of damage (ranged auto-attacks, spells, low damage), then add support if you have cc/non-personal buffs, add assassin if your goal is to 100-0 someone, add fighter if you're neither a glass cannon nor a tank (or if you have no tag yet), you're bound to have troubles. Most champions have two tags (I don't think any "pure" support exist, Kha'Zix/Akali/Shaco are the only "pure" assassins). Hell, Tryndamere and Yi are assassins because they're glass-cannons and marksman is reserved to ranged champions, while Xerath is Mage/Assassin because his burst can snipe people despite all his AoE.

And because of that you basically play a guessing game: "if a captain is ready to accept champion X, will he use the tank or fighter tag? Which one should I use to find a match?"
So, yeah. The tags are shit for that system because they are needed but not sufficient (not sure how to say it in English, French mathematics term is "nécessaire mais pas suffisant").
Cant take LMS hipsters serious.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
Last Edited: 2014-03-12 03:13:18
March 12 2014 03:06 GMT
#1950
On March 12 2014 11:28 GolemMadness wrote:
Show nested quote +
On March 12 2014 11:14 phyvo wrote:
On March 12 2014 09:30 GolemMadness wrote:
Ok, is it just me, or does the team builder format make absolutely no sense? When I first heard about it, I assumed it'd be the same as queues right now, except when you join the queue, you pick a position, and when other people in your elo have each of the positions selected, the queue pops. Then you just have a normal champion select where everyone plays whatever role they selected.

The way it is now is needlessly complex and leads to bizarrely long queue times. What's the point of selecting fighter or mage for a champion? Why do you need to pick the champion in advance? I just don't understand this. If it were my way, it'd not only be much easier to get up and running, but you'd actually be able to form team comps and communicate with each other in lobby, and it could be draft pick as well.


- Champ select is before lobby so that people don't get pressured into picking champions they don't want to play. Playtests revealed that allowing people to change champions in lobby resulted in pressure from teammates to change their picks from what they wanted to play in the first place... something team builder was supposed to avoid, people have been saying "I JUST WANT TO PLAY CHAMP X" for ages.

- As for roles the way I see it is that the captain communicates what he wants through selecting roles for lanes. That way a captain who wants double bruiser bot can select fighter/fighter and avoid having to explain away (or kick) hordes of ADC+support players that would appear if your system was used. A captain who wants marksman mid can have that without having to do the same to AP players. A captain who wants 2-1-2 can make sure that one of the people going top is supporty easily. It's good for that stuff.

There's other stuff it doesn't quite cover (like 5 dudes midlane and the inherent bias of 5 midlane towards AP carries rather than a balanced team) but no system is going to be perfect here.


If people just want to play a champion without being pressured into something else, then they can just instalock whatever champion it is they want to play. Having an inferior system to cater to such a small issue makes no sense.

Ok, I guess this system is good for that one guy who wants to find random people to play double fighter bot and is willing to spend half an hour in queue to do so. I will concede that point.


I'm not convinced that instalocking is the best way to handle this, given it's association with trolls. You may have a point and you should take it to Riot. If there is a place to improve the system though it's here, especially because they're going to need something else for drafts.

As for the meta, Riot has found that more and more people are picking out of meta stuff and looking for out of meta stuff as the beta has continued. It will never be the majority of games but it's been a major core of the team builder mission from the start, people have been calling for it for ages. Belittling that doesn't make sense. Riot considers it a big enough issue to implement it and the forums has been giving very positive feedback about it from what I've seen... there are complaints of queue times but those aren't specific to non-meta.

I would agree, Alaric, that some of the role stuff could be fleshed out better. But I think having some form of it is imperative, but it doesn't need to be perfect to work. Non-meta stuff by default is not going to fit in an easy box. If you have too much trouble trying to queue for something weird the imperfect solution is to be the captain. It's still way better than the alternative when you don't have 4 similarly minded friends.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
March 12 2014 03:15 GMT
#1951
On March 12 2014 09:05 wei2coolman wrote:
Show nested quote +
On March 12 2014 08:59 Gahlo wrote:
Tune into Dyrus' stream and he misses a cs: "Fuck I'm gonna die, I'm so bad."

Nice to know he never changes.

That's pretty normal when pro's stream when they miss a cs. Usually the line goes around "I'm so fucking bad" or "god, i'm such a scrub".

If I go for a CS and miss it I say/think the same thing

I mean like... doesn't everyone feel bad when they miss a CS that they should get?
I'm on GOLD CHAIN
Gahlo
Profile Joined February 2010
United States35171 Posts
March 12 2014 03:39 GMT
#1952
On March 12 2014 10:18 krndandaman wrote:
imo just have people be able to queue up for top mid jungle or bot

join a room that is looking for your position/lane

pick whatever champion you want for that position/lane

host can decide to start or kick you and find someone else


simple and not enforcing meta.

Yeah, not sure anybody here gives a damn about that.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 12 2014 04:15 GMT
#1953
On March 12 2014 12:39 Gahlo wrote:
Show nested quote +
On March 12 2014 10:18 krndandaman wrote:
imo just have people be able to queue up for top mid jungle or bot

join a room that is looking for your position/lane

pick whatever champion you want for that position/lane

host can decide to start or kick you and find someone else


simple and not enforcing meta.

Yeah, not sure anybody here gives a damn about that.

speak for yourself

i, for one, don't like being told how to play my game. fight the power! down with the man!
Eiii
Profile Blog Joined April 2009
United States2566 Posts
Last Edited: 2014-03-12 04:31:17
March 12 2014 04:25 GMT
#1954
On March 12 2014 09:11 Sufficiency wrote:
Show nested quote +
On March 12 2014 09:02 nafta wrote:
Bot lane blue vs red side is so frustrating to play.At any point if you are blue and you get poked you can just go heal or get golems while on red side it is more likely wraith will kill you...Would be great if riot finally after 4 fucking seasons just made the lane fair.


While I don't doubt Eiii's data are correct, the 55% win rate on bottom side seems ridiculous. Maybe it's because there are a lot of ARAMs in it, although I somewhat doubt it because I know ARAMs are not played that often.

Show nested quote +
On March 12 2014 09:10 Alaric wrote:
Amumu highest winrate at 54%. Others at 52. Janna is pretty damn low with that 47%, as low as Skarner, but still higher than Zed's 46% (wtf) while Heimer's 52% and Swain's 52.7 are suprisingly high.
Can the data take the bans into account to? I assume it can since lolnexus shows the bans.


I only asked Eiii for the champions played, which side, and which side won. I did not ask for any of the other info. Unfortunately Eiii did not mine everything (these games can be normal, ranked, or even ARAM), but looking at the win % I think they are fairly consistent with what I see from lolking.


nah I pulled out aram data. That's all just normals!

This lines up with my data as well:
+ Show Spoiler +
mysql> SELECT s.team, COUNT(*) FROM Sessions s, Games g WHERE g.game_id=s.game_id AND g.mode='CLASSIC' GROUP BY s.team;
+------+----------+
| team | COUNT(*) |
+------+----------+
| 100 | 6625240 |
| 200 | 6625241 |
+------+----------+

mysql> SELECT g.winner, COUNT(*) FROM Games g WHERE g.mode='CLASSIC' GROUP BY g.winner;
+--------+----------+
| winner | COUNT(*) |
+--------+----------+
| 100 | 732727 |
| 200 | 592322 |
+--------+----------+


I don't think my data collection method was biased-- it just randomly walked through games, choosing to examine players that it saw in games who hadn't yet been examined.
:3
krndandaman
Profile Joined August 2009
Mozambique16569 Posts
March 12 2014 04:28 GMT
#1955
--- Nuked ---
Eiii
Profile Blog Joined April 2009
United States2566 Posts
March 12 2014 04:49 GMT
#1956
On March 12 2014 09:10 Alaric wrote:
Amumu highest winrate at 54%. Others at 52. Janna is pretty damn low with that 47%, as low as Skarner, but still higher than Zed's 46% (wtf) while Heimer's 52% and Swain's 52.7 are suprisingly high.
Can the data take the bans into account to? I assume it can since lolnexus shows the bans.


You actually can't get pick/ban data from the API, so I don't know how lolnexus is mining that :S
:3
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
March 12 2014 05:00 GMT
#1957
Wanted to get someone I've never played before, so now I just got and trying Jayce out.

Shockblasts certainty aren't what they used to be. I remember dodging those fuckers like every 5 seconds once mana is no longer an issue. I can definitely see the appeal to this guy (besides him being batshit insane).

Am I still trying to build a Tear on him though? Or just stick to Bruta/CDR boots into w/e?
Forever Young
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
March 12 2014 05:27 GMT
#1958
On March 12 2014 14:00 sung_moon wrote:
Wanted to get someone I've never played before, so now I just got and trying Jayce out.

Shockblasts certainty aren't what they used to be. I remember dodging those fuckers like every 5 seconds once mana is no longer an issue. I can definitely see the appeal to this guy (besides him being batshit insane).

Am I still trying to build a Tear on him though? Or just stick to Bruta/CDR boots into w/e?

I think, with the tear buffs, it's probably a thing, but I haven't tested it (I put down my Jayce mantle some time ago)/
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Cixah
Profile Joined July 2010
United States11285 Posts
March 12 2014 05:53 GMT
#1959
I will say that Team builder is INCREDIBLY good at giving me a format to try out new champs/test new roles/learn new roles. Atleast a BETTER format than just blanket normals where I have to fight for the champ i want, or ranked where it may or may not be banned.
Hug The Goat! Hug the Goat! Hug the Goat!
yamato77
Profile Blog Joined October 2010
11589 Posts
March 12 2014 07:03 GMT
#1960
Why did I not buy Vi sooner?
Writer@WriterYamato
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